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Multiple flee points how do they work?

I have an annoying problem when working at the update on my map A Tough Night. In this huge city i placed multiple flee points, at least one per quarter, i think they are eight of them in total in the whole city. I set them with the same priority AI - Utility- Flee point: 75. Problem is when a bystander is alerted he run to a flee point in another part of the town instead of the close one and get stuck forever in locked doors or locked gates on the way. When i navigate on the map in game i found everywhere AIs stuck in doors and gates.. Is there a way to fix that? And anyway how do these flee points really work? You can have multiple flee points on a mission or just one?

You can (and should) have multiple flee points. If the player is between the AI and the flee point, the AI will almost always ignore it and choose a different one. So you should have multiple flee points in each area, in various different directions.

You can also, if you still need to, force an AI to only choose from specific flee points by creating AIFleeTo links from the AI to one or more points.

If it's still a problem, you can prevent AIs getting stuck at locked doors or gates is to give their own copy of the appropriate key internally, with a Contains link to their own copy of the key; make sure the Link Data is "Generic Contents".

You can (and should) have multiple flee points. If the player is between the AI and the flee point, the AI will almost always ignore it and choose a different one. So you should have multiple flee points in each area, in various different directions.

You can also, if you still need to, force an AI to only choose from specific flee points by creating AIFleeTo links from the AI to one or more points.

If it's still a problem, you can prevent AIs getting stuck at locked doors or gates is to give their own copy of the appropriate key internally, with a Contains link to their own copy of the key; make sure the Link Data is "Generic Contents".

If an AI sees you while fleeing, he/she will turn and run to the next flee point after reaching the intended flee point. Also when the AI stops at a flee point and he knows what object cause the AI to flee, he will rotate toward that object.